Plication

Newbie
Mar 8, 2020
48
29
Its 5 secs after the shine being out of view. Too strict? 60 secs instead?
5 seconds if definitely way too quick, but I also don't think the current implementation achieves your intentions. From my quick tests, how it works currently is you interact with the trapped shrine, get the game over screen, and are then get put back at the shrine you tried to access, which will be accessible again. You don't lose souls even on very hard, so effectively the shrine still works, you just have to watch a cutscene first. Meaning the only reason to push on to another shrine is that you don't want to mash B to skip a load of dialogue.

So to properly dissuade the player from backtracking to a shrine, something needs to happen to the player on respawn. Losing souls is probably the bare minimum. Other possibilities could be respawning without full health/MP, without full potions, with a partially full pleasure gauge, respawning pregnant. The shrine should also stay disabled, though don't put the player into another GO if they interact with it immediately; that would be annoying.

I also think that it should be unpredictable, in both whether the shrine will get trapped and how long it remains safe. If you know you have to make it to the next shrine regardless, you're incentivised to play conservatively or just book it straight to the next shrine. If you don't know if the shrine will remain safe, perhaps you decide to risk it and fully explore an area without being super conservative, or you can aggressively rush to something in the area and try and get back to the shrine before it's trapped. I think the uncertainty would add more tension to the game than knowing 100% that you can't backtrack.

Personally, I think that instead of game overs, the trapped shrines should spawn enemies, or enemies should spawn at the shrine after X minutes, and you have to kill them before you can use it. They could be guaranteed elites or grab Aradia immediately (if using the shrine is required), and it could be any enemy in the same area as the shrine, rather than just the inquisition enemies. I get that this would probably be way harder to code, though.

EDIT: Oh you should also exclude the Church shrine from this, as it doesn't look like it is currently.
 
Last edited:

CommentPlease

Newbie
Feb 25, 2023
38
43
I have to polish it a little bit but all in all I am satisfied with the result of the first part of the animation.
now I have to experiment with the code to change the sounds (the ones it has don't fit very well with the scene), add a black fade screen for the scene transition and figure out how to edit new assets for the next part of the animation.
wish me luck!
and thank you Krongorka for the tech support!
View attachment 2544895
Now THAT is most impressive. Original, attractive, very creative usage of the elements. Can't wait to see the final result.
 
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bgtbbb

Newbie
Mar 3, 2021
70
256
5 seconds if definitely way too quick, but I also don't think the current implementation achieves your intentions. From my quick tests, how it works currently is you interact with the trapped shrine, get the game over screen, and are then get put back at the shrine you tried to access, which will be accessible again. You don't lose souls even on very hard, so effectively the shrine still works, you just have to watch a cutscene first. Meaning the only reason to push on to another shrine is that you don't want to mash B to skip a load of dialogue.

So to properly dissuade the player from backtracking to a shrine, something needs to happen to the player on respawn. Losing souls is probably the bare minimum. Other possibilities could be respawning without full health/MP, without full potions, with a partially full pleasure gauge, respawning pregnant. The shrine should also stay disabled, though don't put the player into another GO if they interact with it immediately; that would be annoying.

I also think that it should be unpredictable, in both whether the shrine will get trapped and how long it remains safe. If you know you have to make it to the next shrine regardless, you're incentivised to play conservatively or just book it straight to the next shrine. If you don't know if the shrine will remain safe, perhaps you decide to risk it and fully explore an area without being super conservative, or you can aggressively rush to something in the area and try and get back to the shrine before it's trapped. I think the uncertainty would add more tension to the game than knowing 100% that you can't backtrack.

Personally, I think that instead of game overs, the trapped shrines should spawn enemies, or enemies should spawn at the shrine after X minutes, and you have to kill them before you can use it. They could be guaranteed elites or grab Aradia immediately (if using the shrine is required), and it could be any enemy in the same area as the shrine, rather than just the inquisition enemies. I get that this would probably be way harder to code, though.

EDIT: Oh you should also exclude the Church shrine from this, as it doesn't look like it is currently.
Thanks for the feedback. New version with quick fixes
### v0.8.1
- Fixed not losing all exp on trapped save points
- Church savepoint can no longer be trapped
- Increased time for save point to be trapped
 

0lubt0

Newbie
May 17, 2021
71
83
Personally, I think that instead of game overs, the trapped shrines should spawn enemies, or enemies should spawn at the shrine after X minutes, and you have to kill them before you can use it. They could be guaranteed elites or grab Aradia immediately (if using the shrine is required), and it could be any enemy in the same area as the shrine, rather than just the inquisition enemies. I get that this would probably be way harder to code, though.
had the same idear but instead of random enemies it would be the guys(Black Suit) that strangle you and put you in the slum toilet they look as if the could be assasins and capture mc without rape as if they are specialy send just to capture her.

as for the shrine why not send her back a stage and we need to fight our way back to the stage we want or send her to stage 1 and lock the fast travel option in the shrine so she needs to defet the 1st boss again to unlock it
 

Plication

Newbie
Mar 8, 2020
48
29
Thanks for the feedback. New version with quick fixes
### v0.8.1
- Fixed not losing all exp on trapped save points
- Church savepoint can no longer be trapped
- Increased time for save point to be trapped
Thanks for the quick update, but unfortunately I don't think it's worked. The church shrine still got trapped, and I didn't lose any souls again.

The shrine in Illsuive's shop (the witch you rescue) should also be excluded from being trapped.

EDIT: Oh nevermind, I had some shortcuts wrong so I wasn't using the new version
 
Last edited:

nordownload

New Member
Apr 12, 2023
5
2
Thanks for the feedback. New version with quick fixes
### v0.8.1
- Fixed not losing all exp on trapped save points
- Church savepoint can no longer be trapped
- Increased time for save point to be trapped
this might be a dumb question, but how do you install the mod to the game
 

bgtbbb

Newbie
Mar 3, 2021
70
256
this might be a dumb question, but how do you install the mod to the game
Install instructions were posted with the patch notes:

## Installing
1. Only tested with a fresh install (See downloads on first page)
2. Unzip the file
3. Place the 'NoREroMod.dll' within the 'RJ405582 - Night of Revenge\BepInEx\plugins' folder

## Configuration
1. Install the mod and run the game to generate the conf file
2. Edit the file at "RJ405582 - Night of Revenge\BepInEx\config\NoREroMod.cfg" with any text editor
3. Change the settings as needed
 

nordownload

New Member
Apr 12, 2023
5
2
Install instructions were posted with the patch notes:

## Installing
1. Only tested with a fresh install (See downloads on first page)
2. Unzip the file
3. Place the 'NoREroMod.dll' within the 'RJ405582 - Night of Revenge\BepInEx\plugins' folder

## Configuration
1. Install the mod and run the game to generate the conf file
2. Edit the file at "RJ405582 - Night of Revenge\BepInEx\config\NoREroMod.cfg" with any text editor
3. Change the settings as needed
thanks dude
 

Krongorka

Active Member
Sep 22, 2017
833
2,676
I see NoR as a subject for gameplay-character animation mods. Plot-wise it's a 'meh' and I don't expect it to be changed anyway. Proper translation of a current one would be nice, though.
 
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